﻿Shader "My/Text"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Color ("Color", Color) = (1, 1, 1, 1)
        _StencilRef ("StencilRef", Int) = 1
    }
    SubShader
    {
        Tags { "RenderType" = "Transparent" }
        LOD 200

        Pass
        {
            Stencil
            {
                Ref [_StencilRef]
                Comp Equal
                Pass Keep
                Fail Keep
                ZFail Keep
            }
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata_t
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _Color;

            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv) ;
                if(col.a > 0.1){
                    col.rgb =  _Color.rgb;
                }
                return col;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"

}
